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Which game engine do you prefer?

  • Thread starter Thread starter K18
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i really like the interactivity most unity and unreal games give
 
Renpy. Not only for vn's, but even sandbox games are better with it.
 
Out of the choices given in the OP, Ren'Py.
But the real answer is Godot.
 
Ren'py. HTML is bad, and anything made with RPGmaker sucks. Wandering around a map in an adult game sucks, especially when it has horrible graphics, even by late 1980s standards, like maps made by RPGmaker do. Wish RPGmaker was never made. Clogs up adult game forums with that shit, that apparently is too easy to make games with, so any moron can make a game with it.
 
RenPy is by far the most convenient imo. The files can be viewed and edited easily and the functionality is simple, solid and fast.
Unity VNs are usually RenPy imitations and only worse in all those aspects by trying to mimic RenPy functionality while being slower and taking more clicks to manage. Actual 3D games are different story though and are great in Unity, if free movement is involved.
Rpgm is in most cases only forcing the player to manually walk from A to B while "enjoying" gameboy pokemon graphics in between actual renders, so nothing but an inconvenience to me which could've been resolved by adding free-roam sandbox elements in RenPy, allowing to stay within rendered image styles, which is better for maintaining immersion. I would even prefer rpgm games with the entire rpgm cut out and just lining the renders up, branching with some choice menus to emulate exploration. I just always found all of the rpgm parts annoying and pointless for VNs.
Html games I find worse than RenPy for usually going for the list type save system and missing a rollback feature iirc. Not sure if some html games manage to have rollback.

If you actually have to use an engine of higher capabilities than RenPy to make your game happen, sure thing, go for it. But if you end up imitating RenPy and doing a worse job in every aspect, I don't see any reason to :D
 
RenPy is by far the most convenient imo. The files can be viewed and edited easily and the functionality is simple, solid and fast.
Unity VNs are usually RenPy imitations and only worse in all those aspects by trying to mimic RenPy functionality while being slower and taking more clicks to manage. Actual 3D games are different story though and are great in Unity, if free movement is involved.
Rpgm is in most cases only forcing the player to manually walk from A to B while "enjoying" gameboy pokemon graphics in between actual renders, so nothing but an inconvenience to me which could've been resolved by adding free-roam sandbox elements in RenPy, allowing to stay within rendered image styles, which is better for maintaining immersion. I would even prefer rpgm games with the entire rpgm cut out and just lining the renders up, branching with some choice menus to emulate exploration. I just always found all of the rpgm parts annoying and pointless for VNs.
Html games I find worse than RenPy for usually going for the list type save system and missing a rollback feature iirc. Not sure if some html games manage to have rollback.

If you actually have to use an engine of higher capabilities than RenPy to make your game happen, sure thing, go for it. But if you end up imitating RenPy and doing a worse job in every aspect, I don't see any reason to :D
As long as the free roams are skippable or relatively easy without a walkthrough. Most people aren't playing these games for a challenge...
 
As long as the free roams are skippable or relatively easy without a walkthrough. Most people aren't playing these games for a challenge...
My take on free roam has always been that it needs a justification to exist in the first place. So many games just throw in sandbox gameplay without any reason to and inconvenience the players to search every possible location at any possible time to find content. I don't get how that's not obviously bad enough to the devs to rethink their approach.
If a sandbox is actually allowing for enough meaningful content to be accessed in a straightforward way, so that it basically replaces locational branching without any downsides, it serves its purpose of feeling more interactive and immersive and can be great. But as soon as it's getting tedious to move around or you run into empty dead ends and have to look up timetables and such, it's just another horrid example of devs not understanding the concept behind sandboxes. There are a lot of players that avoid sandboxes like the plague cause of the many bad examples to the point that many believe sandboxes are bad in general.
 
Mostly Renpy, but there have been a few unity and unreal engine game that were good. I generally don't like rpgm its usually too tedious to get to the good stuff.
 
Renpy so long as it's behaving and you don't end up in traceback log hell. I also like that Renpy allows you to back up a bit if you made a wrong choice or missed something because you wanted to get through a Mt. Everest of dialogue.
 
Renpy, Unity and Unreal Engine (these are very hard specially in the optimization part).
 
The few unreal engine games I've seen tend to be over ambitious, and thus gonna have to wait a few years to see good progress, or just sadly dont have the kinds of content I am looking for. Unreal makes great looking renders when done well, also great when using a character creator, sadly if someone were to make a game thats fully functional and done in unreal, I am very unlikely to find something I am interested in. Thankfully renpy isnt bad and sometimes not bad is just right for the shear quantity of those games
 
Agree that RenPy has some really useful features like rollback and low requirements. Also it's pretty easy to enable dev mode to avoid grinding stats repetitively most of the time. Navigation can sometimes be a pain depending on how the game is developed.
 
Renpy for the easiness of transferring saves most of the times.
 
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